rbd23 - b

OH MY GOD WHAT HAPPENED TO... ZIMBABWE!
:lol:

Lonestar, take your turn next and then I'll take over and go back to normal rotation. I agree with Sirian to remove the Zulus completely from game while they are on the run (no iron? :eek: ). Have fun with our samurai!
 
Ok, i'll play the next one and try to remove the zulus :D

Nice work Sirian, i liked you taking out Zim, it was a cultural hot spot for them, if i remember correctly it had atleast 1 wonder in it, pity about that, but a really cool move. :goodjob:

I'll play tonight but it's 1am here and if i get tired i'll stop and play later, wouldn't want to make any :smoke: moves.

lonestar
 
Well Sirian,

You have changed one thing with my play style.
In another game, I am building a mostly water city ;)
 
lonestar,

how goes the turns.
Getting to something interesting now.
 
sorry for the wait guys, i'll be posting later tonight. Played abit the last night but was very tired. I will finish up tonight and post.
 
Lonestar, where are you? The other games are catching up to our number of posts! :lol:

More seriously, I expect that you'll be playing soon since it's evening for you over in London right now. But if you can't play tonight, just post and I will take a turn. :)
 
Sorry i took so long, you can have your turn now sulla ;)


preturn
move troops towards hlobane

1) 1060AD: rush settlers in Nagoya and shinonoseki
musketman in forest wins v longbow
both spear and pikeman near diamond hills in killed

2) 1070AD: troops in position on hills near hlobane.
kill a few zulu pikeman in no-mans land

3) 1080AD: nagone builds temple, starts on walls
izumo builds habour, starts on courthouse
vet samie retreats vs a pikeman
elite samie dies vs imp, but takes off a whole 1 hp
sam imp kills a vet samie !!!
elite sword finishes pikeman
elite samie finally kills the impie
hlobane is razed
rush habour in munich for 112 gp
ngone changed to barracks
munich starts on a courthouse

4) 1090AD:
satsuma builds marketplace, starts on a samie
persians have started copericus
our 2 elite swordsman kill 2 longbowman
troops in position in mountains over Mpondo
courthouse rushed in nagasaki
aqueduct rushed in son of frank

5) 1100AD: vet samie defends without a scratch vs longbowman
son of frank build aqueduct, starts to grow, starts building a courthouse
Nagasaki build courthouse, starts on a Musket
Yokohama builds it's marketplace, starts on a samie
our palace is taller
New Zim is founded close to the old zulu capitals site and starts on a temple
elite sami wins vs a imp, just he refused to retreat
2nd elite samie has better luck, Mpondo is razed

6) 1110AD:
vet samie on hills loses 3 hp to attacking longbow man and is chased across river
wounded troop take shelter in new zim
elite samie kills longbowman
munich changed to marketplace

7) 1120AD: tall pointy bits added to palace
yepieeeeee! elite samie takes swazi, Tojo displays awesome leadership skill and is promoted to general
Tojo is moved to the safty of new Zim
swazi is intergrated into the empire, enslave 3 workers found in swazi
only 3 of 5 resistors
sony founded near old hlobane site
trade 4gpt and dyes to X-man for banking
we start on economics
temple in new Zim rushed for 112gp, barrack queued
sony and swazi building temples
settler rushed in izumo
Kagoshima changed to a bank, hope by the time the new samie is finished, the zulus will be close to death
same logic in Nagasaki

9) 1130AD: zulu longbowman kills a musketman guarding 3 slave workers, slave are liberated, but we'll get them back
Izomo builds the settler, changed to aqueduct, and waiting veto stamp
Satsuma build samie, changed to bank
Toyko as satsuma
temple rushed in sony, barracks queued
longbowman killed by elite sword
isandlwana falls to 2 samies
War is going well kyoto changed to bank
Nara changed to bank aswell
steveville aswell
and yokohama

10) 1140AD: ngome build barracks, starts habour
planted trees outside palace
Ulundi falls 2 samies, 3 of 5 resisters
zulu longbowman lands near isandlhwama and is swisher killed by samie
berlin changed to a aqueduct

NOTES: intombe should fall to 2 samie north and south of it, that will be the whole north zulu area under our control. 3 samies on the way south throught the choke point, more to follow.
There is a settler on the south ilse waiting to get on the galley close by for the zulu lands, somewhere in the middle i guess.
dyes are online now, diamonds should be following soon, there are a few samie still on the mainlands.
The russians have been moving some swords around in boats, humm, she's annoyed with us :)
 
the GL's in Nara, kind of forgot about him for a while cause i was having too much fun with the zulus
 

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Originally posted by lonestar
the GL's in Nara, kind of forgot about him for a while cause i was having too much fun with the zulus


How do you forget a leader, then are so cool :cool:

I may lose interest in watching;) this one, NOPE!
 
Woo! TOJO! :ninja:

You missed turn 8 in there somewhere. :)

As for the leader... if we build a samurai army we'd have an unstoppable assault tool and get the Heroic Epic in time to get more leaders much sooner. On the other hand, if we're ever going to get any middle ages wonders, now is the time. I'd say Cop is not worth it to us (or even worth bothering with much at all in most games in the current patch). Bach's on the home continent would be good, or better yet, Smith's (as we have oodles of harbors and markets, and some banks upcoming).

The decision should be made asap, because you can only have one leader at a time. I would lean slightly toward the wonders but would support a 3-vet-sam in an army option, also. The main problem on the wonder front is rolling the dice waiting for techs to come in -- and possibly leaving the leader sit around waiting longer than we should. Still... we're also not too far from cavalry (already!) and the lifespan of a samurai army would be shortish, good only through the war with the Zulus. There would be some benefit, but mostly it would be to get the Epic, but then what would we do with more leaders? Suffrage... ToE... an army next time around?

In my game Rumble in the Jungle, I made a knight army first and still had time to net leaders to grab Smith's and Newton's, so really either way COULD work out well.


- Sirian
 
The Zulu's have some island colonies we could not get to any time soon, so the threat of cities flipping back to them is a top concern. I recommend starving captured cities down to size 1 and maintaining permanent garrisons of 4-6 units in each such city, until such time as the foreign national inside is assimilated or the Zulus are wiped out.

One thing we COULD try is... if their capital stays on the mainland at a southern colony, to leave that for last, and try to get all the island colonies in the peace deal, honor that for the duration, then finish them off. (Would have to rushbuy defenders in the new towns, as the game no longer gives a freebie).

- Sirian
 
Well I don't think I have to remind Sirian that he is up.
I think is just as bad as I am for wanting his next turn.
 
We could build a 1 samie army for now to get the hero epic, and add cav to the army when we get them. We are going for a conquest of domination victory so there will be losts of combat to get more leaders.

You missed turn 8 in there somewhere.

ar that's why turn 10 was not 1150AD, darn, i might of been able to take the last north zulu city. :smoke:
 
Originally posted by lonestar


I swapped turns with sirian, i think sulla is up next !



Cool - I might get to play tonight.
 
Yeah, we swapped lonestar in between me and Sirian, so after I play it's right back to the normal order again. :)

I'm playing a turn right now, should have it up in 2 hours or so for lkendter to take a turn. On the great leader, my opinion is to rush a wonder if we have any to build, if not form army and use it. With a militaristic civ, we can expect to get quite a few leaders, so it's definitely worthwhile to use ASAP.

And our post count is flying along again too! :crazyeye: :goodjob:
 
A good turn:

(0) 1140AD I scan the map and notice that we have 0 cities training samurai - while still very much in war! Banks are very nice indeed, but we are going to need some more of our big guys if we are going to kick the Zulus off the rest of the continent. I switch those cities not far along on banks over to samurai production.

(1) 1150AD Whoa, hey! Lookee what lonestar left me - some workers on goto commands! Please don't create any gotos that last past your turn. I'm moving forces into position to attack Intombe, but won't try it until I can get at least 4 there at full health. I also rushed a barracks at Sony (interesting name....) to facilitate fast healing.

(2) 1160AD Resistance ends in two Zulu cities; temples are rushed and starvation of the population begins. Wow - samurai have neat animations when they attack (and cool noises!) :goodjob: Two elites win, but of course no great leaders. Our leader was just moved back to the Zulu island to form an army (since a three-person army can't fit on a caraval). Intombe will be assualted by 5 samurai next turn.

(3) 1170AD A mighty army is formed to smite our foes! The real reason for its existence though is due to the fact that the Japanese have no interest in a man called "Copernicus" or his "Observatory". We want to rule this world, not study the stars! :) Even greater glory was won on the hills of Intombe, where two vet samurai were brutally wounded (1hp left) only to fight back and take out a vet pike and a vet impi. No losses were suffered to the foreign devils - bow to the might of the rising sun Shaka! :D

We also got a catapult (I'm not a big fan but I know Sirian loves 'em) and three slave workers. Persia has Metallurgy this turn (since the AIs didn't go right for a wonder tech like Music Theory or Economics, this means the decision to build an army was probably a good one). I will buy when more civs have it.

(4) 1180AD As expected, now all AIs mysteriously have the tech. We get it from Russia for 35g and some dyes that we just captured from Zululand. Catapults are upgraded to CANNONS, and I continue to move through the mountains to southern Zululand. I'm expecting our golden age to end soon though...

(5) 1190AD More temples are rushed and cities starved down to size 1. The old Zulu cities are slowly starting to adjust to life under the Japanese. Moving south through mountains. Yawn.

(7) 1210AD Our Golden Age ends :( I could attack this turn but decide to fight next turn with our army leading the way. :goodjob:

(8) 1220AD I renew our luxury deal with Xerxes for a piddly 2g/turn. Our army wins against an Impi (no damage). "Our people want to build the Heroic Epic!" :lol: 13 turns to completion in Kyoto. Diamond Hills returns to Japanese control - the people across Japan break into wild celebrations!

(10) 1240AD Umtata falls to us as well. After waiting for three turns for Monty to acquire Economics, I buy it from Persia for WP+170g. Crazy Cathy moved some swords near us last turn; I'm on alert.

(11) 1250AD The Russians declared war on us! We lose our ivory. A swordsman attacked and died to our musketman. Just watch Smolensk; if we keep rushbuying muskets, behind city walls, the Russian swords will not ever be able to take it. Zuinguin, another Zulu city also taken. We only need to take 4 more cities to drive the Zulus completely off their continent.

My advice to lkendter: The cities on cathedral are meant to be changed; I had no idea what they should go for next, so it's your call. Russia is sending its swordsmen in groups of 2 or 3, so if we can get three muskets up in Smolensk, they should be able to hold out forever behind our walls. It should only take 5-10 more turns to take the last few Zulu cities on their home continent; after that I suggest making peace for whatever they've got and boating our samurai up to Russia. It will take forever, but if they can get there we'll destroy the Russians.

The Game: RBD23b 1250AD
 
Originally posted by Sullla
A good turn:

(11) 1250AD The Russians declared war on us! We lose our ivory. A swordsman attacked and died to our musketman. Just watch Smolensk; if we keep rushbuying muskets, behind city walls, the Russian swords will not ever be able to take it. Zuinguin, another Zulu city also taken. We only need to take 4 more cities to drive the Zulus completely off their continent.



Hmmm....
Why am I NOT surprised?
I knew she could come our way, and I wanted to strike first.
It worked out ok with the Zulu, but didn't I say Russia would be a problem?

I may not get to this one tonight - My other Japan game is over 3 hours and still not done my turns - though my enemy of Persia almost is :)
 
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